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Spells

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Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.

All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC):

D20.png d20 + Proficiency Bonus + Spellcasting Ability Modifier

Spells which do not invoke an Attack Roll often require the target to roll a Saving Throw against the spellcaster's spellcasting Difficulty Class (or DC):

8 + Proficiency Bonus + Spellcasting Ability Modifier
Bg3 content hr.png
List of all spells
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Spell slots

Spell slots are the resource used to cast spells. Depleted spell slots are can only be regained through a Long Rest, or via spell slot-restoring effects:

  • Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of spell slots once per long rest.
  • Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them to recover a few low level spell slots of an ally or themselves.
  • Items such as the Pearl of Power Amulet or Spellcrux Amulet allow for the recovery of spell slots once per long rest.
  • The Arcane Cultivation line of Elixirs grants the user an additional spell slot from 1st to 4th level, depending on the elixir. This is effectively regaining a spell slot as long as the user does not have four spell slots of that level already.
  • The Warlock regain all spell slots on a short rest via the Pact Magic class feature.

Spell levels

A spell's level represents the power of a given spell, as well as its difficulty to be cast. Each Spell Level has a corresponding Spell Slot Level that is required be spent : 4 Level 1 Spell Slots.png Level 1, 3 Level 2 Spell Slots.png Level 2, 2 Level 3 Spell Slots.png Level 3, and so on. A spell of a given level must expend a spell slot of the same level or higher. For example, a 3rd level spell must spend either a level 3 slot or level 4 slot and so on.

Cantrips Cantrips Icon.png are "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.

Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so: 2 Level 1 Warlock Spell Slots.png

A spell's level also has mechanical impacts outside of spell slots. Wizards need to spend more gold to learn a higher level spell, and Counterspell is harder to use against a spells of higher levels. Some Wizard subclass features also depend on spell slot level used (Arcane Ward, Grim Harvest)

Upcasting

Main article: Upcasting

Upcast Icon.pngUpcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets, or other effects when upcast.

Spell slots per level

ESL Spell Slots per Spell Level
Ico knownSpells lvl 01.png Ico knownSpells lvl 02.png Ico knownSpells lvl 03.png Ico knownSpells lvl 04.png Ico knownSpells lvl 05.png Ico knownSpells lvl 06.png
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (Bard Bards, Cleric Clerics, Druid Druids, Sorcerer Sorcerers, and Wizard Wizards) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" (Ranger Rangers and Paladin Paladins), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" (Arcane Trickster Arcane Tricksters and Eldritch Knight Eldritch Knights) are all subclasses that can only be taken at class level three, their ESL is their class level divided by three. For the purpose of determining Spell Slot Distribution the ESL is rounded up when no multiclassing of multiple spellcaster classes is involved.

When multiple spellcaster classes are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3

Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an ESL of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an ESL by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to ESL 1 without rounding. So a level 3 paladin/level 1 ranger still has an ESL of 2. In short, due to how the rule is written, a character will never lose ESL by leveling up, no matter what.

Once an ESL is calculated, one can consult the spell slots per level table to find out their character's spell slot distribution.

The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.

Warlock Warlocks are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11.

Concentration

Main page: Concentration

Concentration icon in the hotbar. Click "X" to stop concentrating any time

Concentration Concentration is a special Resource used by certain Spells. A spell with the Concentration tag requires the caster to focus on that spell for its duration.

A caster may only maintain the effect of one Concentration Concentration spell at a time.

When taking damage, the caster can only maintain Concentration Concentration by succeeding a Constitution Saving throw (sometimes referred to as a "Concentration Check"). The Difficulty Class of this Constitution saving throw is half of the damage taken, but no less than 10.

Ways a caster can lose Concentration while concentrating includes:

  • Failing a Concentration Constitution Saving Throw. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher.
  • Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens Concentration is dropped without recourse.
  • The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
    • Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait (see picture above).

Spellcasting ability and proficiency

Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.

Non-spellcasters typically only cast spells by using magical items (which include scrolls) or Illithid Powers. Regardless, all characters get to add their Proficiency Bonus to their spell's difficulty-to-resist, in a similar fashion to their Spellcasting Ability Modifier.

For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Proficiency Bonus is applied.

Each class uses a different Ability Score Modifier for spellcasting:

*Non-spellcasters

These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (Arcane Trickster Arcane Tricksters and Eldritch Knight Eldritch Knights)

Note: Some spells designate a specific Spellcasting Ability regardless of the class casting them. This is most commonly a result of spells obtained via racial features.

Multiclassing

In the case of Multiclassing, learned class spells will use the Spellcasting Ability Modifier for the class the spell is learned as. So a Fire Bolt learned as a Wizard will use INT for its attack rolls, but a Fire Bolt learned as a Sorcerer will use CHA for its attack rolls.

For spells on items (Weapons, Equipment, Scrolls... etc.), the Spellcasting Ability Modifier used will be from the most recent new class that was multiclassed into. As an example, a character with the level progression Wizard 1, Wizard 2, Sorcerer 1, Wizard 3 will use CHA for item spellcasting as Sorcerer is the latest new class for the character. If the same character then levels up Cleric 1, Cleric would be the latest new class so WIS will now be used for item spellcasting for this character. Finally, if the same character then levels up Sorcerer 2, it would still continue to use WIS for item spellcasting.

However, although taking one level in the Barbarian class change the Spellcasting Ability Modifer to Charisma (despite barbarians having no use for this stat if they are not specialised in Wild Magic), fighters and rogues will only provide their ability if they are level 3 and in the appropriate subclass (Eldritch Knight and Arcane Trickster).

Ranger 1, Barbarian 1, Rogue 1 will use CHA instead of INT for item and illithid spellcasting.

Prepared spells

Prepared Spells Icon.webp Prepared spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilize this type of spells are known as prepared spellcasters. This includes:

These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.

Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.

The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)

For this purpose a Paladin's class level is halved and rounded down.

Known spells

Known spells are spells permanently memorized by a spellcaster, meaning these spells are always prepared. Spellcasters that primarily utilizes this type of spells are known as spontaneous spellcasters. This includes:

These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.

Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.

Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and are always prepared. This happens even if the character in question has a class that is normally a prepared spellcaster.

Ritual spells

When a Ritual_Spell_Icon.png ritual spell is cast outside of combat/turn-based mode, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat/turn-based mode.

Spell list

See All spells for the complete list

Spells/Trivia

External links

References